Games As A Service: How Free to Play Design Can Make Better Games
Autor Oscar Clarken Limba Engleză Paperback – 11 feb 2014
Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the ‘evil’ or ‘manipulative’ experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services.
Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation®Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.
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Specificații
ISBN-13: 9780415732505
ISBN-10: 0415732506
Pagini: 312
Ilustrații: 12 colour illustrations, 12 colour illustrations, 12 colour line drawings
Dimensiuni: 152 x 229 x 20 mm
Greutate: 0.59 kg
Ediția:1
Editura: CRC Press
Colecția Routledge
ISBN-10: 0415732506
Pagini: 312
Ilustrații: 12 colour illustrations, 12 colour illustrations, 12 colour line drawings
Dimensiuni: 152 x 229 x 20 mm
Greutate: 0.59 kg
Ediția:1
Editura: CRC Press
Colecția Routledge
Public țintă
Professional Practice & DevelopmentRecenzii
"The writer has not only researched widely, he has also read extensively. For non-games professionals, the notes themselves are a treasure trove of information and reference sources to follow up on, even if the thought of playing games is anathema to you." -- Monty Munford, founder of Mob76 Outlook
Cuprins
Chapter 1: Introduction
Exercise 1: Coming up with an initial concept
Chapter 2: What is a game?
Exercise 2: Who Are Your Players?
Chapter 3: The Anatomy of Play
Exercise 3: What is the Mechanic?
Chapter 4: Player Lifecycle
Exercise 4: What is the Context Loop?
Chapter 5: The Rhythm of Play
Exercise 5: What is the MetaGame?
Chapter 6: Building on Familiarity
Exercise 6: What is Your Bond Opening?
Chapter 7: Counting on Uncertainty
Exercise 7: What is Your Flash Gordon Cliffhanger?
Chapter 8: Six Degrees of Socialization
Exercise 8: What is your Star Wars Factor?
Chapter 9: Engagement Led Design
Exercise 9: What is Your Columbo Twist?
Chapter 10: Delivering Discovery
Exercise 10: What makes your game social?
Chapter 11: Counting on Data
Exercise 11: How Does Your Design Encourage Discovery?
Chapter 12: Service Strategies
Exercise 12: How Will You Capture Data?
Chapter 13: The Psychology of Pricing
&
Exercise 1: Coming up with an initial concept
Chapter 2: What is a game?
Exercise 2: Who Are Your Players?
Chapter 3: The Anatomy of Play
Exercise 3: What is the Mechanic?
Chapter 4: Player Lifecycle
Exercise 4: What is the Context Loop?
Chapter 5: The Rhythm of Play
Exercise 5: What is the MetaGame?
Chapter 6: Building on Familiarity
Exercise 6: What is Your Bond Opening?
Chapter 7: Counting on Uncertainty
Exercise 7: What is Your Flash Gordon Cliffhanger?
Chapter 8: Six Degrees of Socialization
Exercise 8: What is your Star Wars Factor?
Chapter 9: Engagement Led Design
Exercise 9: What is Your Columbo Twist?
Chapter 10: Delivering Discovery
Exercise 10: What makes your game social?
Chapter 11: Counting on Data
Exercise 11: How Does Your Design Encourage Discovery?
Chapter 12: Service Strategies
Exercise 12: How Will You Capture Data?
Chapter 13: The Psychology of Pricing
&
Notă biografică
Oscar Clark has been a pioneer in online, mobile and console social games services?since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK), PlayStation®Home and Applifier. He is a regular columnist on PocketGamer.Biz and Develop-Online as well as a Mentor for Game Founders. He is also an outspoken speaker at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious top hat wearer.
http://www.linkedin.com/in/oscarclark
http://www.linkedin.com/in/oscarclark
Descriere
Written to help designers overcome many of the fears and misconceptions surrounding freemium and social games.